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16
Post Mortem / [M|100%|YAAM] In which I discover how to specialize weapons
« on: November 25, 2015, 13:11 »--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
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Johnny LaRue, level 11 Cacodemon Sergeant Major Technician,
nuked the Mastermind at the Hell Fortress.
He survived 127203 turns and scored 115872 points.
He played for 2 hours, 41 minutes and 38 seconds.
He didn't like it too rough.
He killed 539 out of 539 hellspawn. (100%)
This ass-kicking marine killed all of them!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 5
Levels completed : 5
-- Awards ----------------------------------------------------
Medal of Prejudice
Hell Armorer Badge
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 55/50 Experience 53360/11
ToHit Ranged +2 ToHit Melee +2 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Class : Technician
Tough as nails (Level 2)
Son of a bitch (Level 2)
Eagle Eye (Level 1)
Whizkid (Level 2)
Badass (Level 1)
Triggerhappy (Level 2)
Entrenchment (Level 1)
SoB->SoB->TH->TaN->TaN->Bad->MEn->WK->WK->EE->TH->
-- Equipment -------------------------------------------------
[a] [ Armor ] powered red armor [5/5] (51%)
[b] [ Weapon ] hyperblaster (2d4)x3 [31/40]
[c] [ Boots ] plasteel boots [2/2] (68%) (A)
[d] [ Prepared ] BFG 9000 (10d6) [10/130] (B1)
-- Inventory -------------------------------------------------
[a] gatling gun (1d7)x6 [60/60]
[b] blue armor [4/4] (100%) (APT)
[c] 10mm ammo (x100)
[d] 10mm ammo (x100)
[e] 10mm ammo (x11)
[f] power cell (x50)
[g] power cell (x21)
[h] power cell (x50)
[i] small med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] lava element
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 30% feet 30%
Melee - internal 0% torso 55% feet 30%
Shrapnel - internal 0% torso 30% feet 30%
Acid - internal 0% torso 30% feet 80%
Fire - internal 0% torso 80% feet 55%
Plasma - internal 0% torso 30% feet 30%
-- Kills -----------------------------------------------------
96 former humans
56 former sergeants
14 former captains
46 imps
61 demons
144 lost souls
29 cacodemons
13 hell knights
22 barons of hell
15 arachnotrons
5 former commandos
7 pain elementals
3 revenants
13 mancubi
7 arch-viles
2 bruiser brothers
2 shamblers
1 lava elemental
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 5 he assembled a grappling boots!
On level 5 he stormed the Chained Court.
On level 6 he assembled a gatling gun!
On level 7 he sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Deimos Lab.
On level 9 he assembled a power armor!
He destroyed the evil within and reaped the rewards!
On level 14 he ventured into the Spider's Lair.
On level 14 he assembled a hyperblaster!
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
On level 18 he found the Medical Powerarmor!
On level 22 he arrived at Mt. Erebus.
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
He nuked level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You see : a baron of hell (almost dead) | pool of blood | [ m ]ore
The missile hits the baron of hell. The baron of hell dies. You hear the
scream of a freed soul! You hear the scream of a freed soul! You hear the
scream of a freed soul!
You don't have enough ammo to fire the BFG 9000!
You swap your weapons.
Fire -- Choose target...
You see : John Carmack (almost dead) | floor | [ m ]ore
The missile hits John Carmack. The missile hits John Carmack. The missile
hits John Carmack. The missile hits John Carmack. John Carmack reloads his
rocket launcher. You are hit! You are hit! You are hit!
Chain fire ( initial ) -- Choose target or abort...
You see : John Carmack (almost dead) | floor | [ m ]ore
The missile hits John Carmack. John Carmack dies. Congratulations! You
defeated John Carmack! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
69 brave souls have ventured into Phobos:
59 of those were killed.
2 didn't read the thermonuclear bomb manual.
And 2 couldn't handle the stress and committed a stupid suicide.
6 souls destroyed the Mastermind...
4 killed the bitch and survived.
2 showed that it can outsmart Hell itself.
--------------------------------------------------------------
I picked up this game again and realized that rolling endless Marine Survivalists wasn't getting me anywhere. So, I decided to try my friends' favorite build that isn't Fireangel, which is Entrenchment. As it turns out, I forgot I even had a lava element...because I didn't need it...because invincibility globes. That's generally how this run went.
Not pictured: my Fireangel win, my AoMC Entrenchment win, my AoMC Entrenchment YASD where I found a minigun and plasma rifle on Deimos Lab and then let myself get killed by an arachnotron.
17
Releases / Re: MOCKRL: CYBERMDEON MADDNES!1!!!11
« on: August 24, 2014, 00:02 »
y es. ters of joy.
i wil fix bugs soner or latre. mayb mak anoter levl 2!
i wil fix bugs soner or latre. mayb mak anoter levl 2!
18
Releases / Re: MOCKRL: CYBERMDEON MADDNES!1!!!11
« on: August 23, 2014, 19:22 »
u brought a tear 2 my aye u 2. i no i hav 2 fix da bugs, and i still lik DOOMMRL but id ont pl it muhc thes daze. i didnt test da end cuz i culdnt beet teh level myslef. i will fox da bugs 1 day, rest asurrde
19
Requests For Features / Re: Gameplay and Background Ideas
« on: August 06, 2014, 21:48 »
I like the lighting system better than the sanity system, FWIW.
20
General Discussion / Re: Design Rant : Inventory
« on: August 06, 2014, 21:39 »
I'm liking these ideas. I do agree there should be pouches, webbing and weapons separate from a backpack slot. I also like the idea of large ammo packs the player can wear on their back for certain weapons, but this would interfere with a backpack. The player could use a utility belt/webbing/fanny pack looted from the civilian dorms with, say, an energy backpack, but with less carrying capacity.
On an unrelated note, has anyone thought about whether there will be food in this game? Ration packs and so forth? Space marines gotta eat too.
On an unrelated note, has anyone thought about whether there will be food in this game? Ration packs and so forth? Space marines gotta eat too.
21
Requests For Features / Re: Gameplay and Background Ideas
« on: April 01, 2014, 03:20 »
I support the inclusion of rifles. Can't have a game like this without some sort of Alien-esque Pulse Rifle. The DOOM 3 Plasma Rifle was also really cool; I think that could serve as at least an aesthetic inspiration.
A sanity system sounds good, but given that Kornel wanted the game to have a fast pace, it might get in the way of that. I think I'd support a streamlined version, though.
A sanity system sounds good, but given that Kornel wanted the game to have a fast pace, it might get in the way of that. I think I'd support a streamlined version, though.
22
General Discussion / Re: Design Rant : Inventory
« on: January 27, 2014, 23:58 »
That's what I'm thinking. I'd be fine with DOOM-esque limited ammo counters if it meant a more streamlined game. 'Course, I'd be fine with traditional ammo-in-inventory too even if it's mostly in ammo boxes, but that's probably not gonna happen.
23
General Discussion / Re: Design Rant : Inventory
« on: January 27, 2014, 09:25 »
I'd be fine with autosort so long as it's a togglable optional feature.
Is this game going to be on Steam Greenlight? I would absolutely LOVE that.
Is this game going to be on Steam Greenlight? I would absolutely LOVE that.
24
General Discussion / Re: Design Rant : Inventory
« on: January 26, 2014, 20:58 »
You think we could get combat webbing in this game in any shape or form? Either as the initial ammo containers or a bonus item that lets you reload faster?
Automatic inventory sorting could be an optional feature.
I'm fine with ammo boxes, so long as we can find ammo that's not in boxes we can put in the boxes.
I'd be fine with items being destroyed after a certain amount of time they've been out of the player's sight (or not on the game screen). Given that players will have the ability to backtrack and possibly explore the Jovian moon base(s) in a non-linear fashion (I may be wrong on the last part) a part of me still wants to be able to make little stashes of my own. Maybe we can put items in containers? This might solve the problem of opening a container or looting a corpse before the player is fully capable of processing and sorting the items, because the player could just leave them there until they need them.
I can get if Kornel wants to make the game 'feel' a certain way, but players will probably backtrack for items on killed enemies/in containers anyway, especially if we can put items in containers.
Oh, yes - can we get an ETA on the Kickstarter at all?
Automatic inventory sorting could be an optional feature.
I'm fine with ammo boxes, so long as we can find ammo that's not in boxes we can put in the boxes.
I'd be fine with items being destroyed after a certain amount of time they've been out of the player's sight (or not on the game screen). Given that players will have the ability to backtrack and possibly explore the Jovian moon base(s) in a non-linear fashion (I may be wrong on the last part) a part of me still wants to be able to make little stashes of my own. Maybe we can put items in containers? This might solve the problem of opening a container or looting a corpse before the player is fully capable of processing and sorting the items, because the player could just leave them there until they need them.
I can get if Kornel wants to make the game 'feel' a certain way, but players will probably backtrack for items on killed enemies/in containers anyway, especially if we can put items in containers.
Oh, yes - can we get an ETA on the Kickstarter at all?
25
Requests For Features / Re: Gameplay and Background Ideas
« on: January 26, 2014, 20:28 »
I second the inclusion of Hitler and Stalin in DOOMRL.
26
Requests For Features / Re: Gameplay and Background Ideas
« on: December 22, 2013, 16:29 »
^ That idea sounds good.
I'd also like to see some form of maintenance/ventilation system we can try and scurry around in. Keyword being 'try'.
I'd also like to see some form of maintenance/ventilation system we can try and scurry around in. Keyword being 'try'.
27
Requests For Features / Re: Gameplay and Background Ideas
« on: December 10, 2013, 20:28 »
http://deadendsolutions.wordpress.com/doom-fiction/
Excellent fan-fiction novellas. I am posting them here because I feel they could act as sources of inspiration, with some of the stuff in them...that, and they're great reads.
Excellent fan-fiction novellas. I am posting them here because I feel they could act as sources of inspiration, with some of the stuff in them...that, and they're great reads.
28
General Discussion / Re: Teaser: Remember Doll #2 (and more!)
« on: December 10, 2013, 19:41 »Looking good
29
General Discussion / Re: Jupiter Hell: What Happens When Two Games Love Each Other Very Much
« on: November 13, 2013, 12:19 »
I agree with Salivanth. The amount of tactical variation and depth, not to mention the gentle-but-large learning curve, is one of DoomRL's strongest assets given how uniquely the game does it, and I'd ask you guys to design Jupiter Hell around these aspects if I weren't already sure you were. Which I am. I'm also reasonably sure you guys are going to include a nice, varied amount of level varieties, weapons, monsters and items to round this concept out. I'd love to see custom soundtrack support as well, not to mention mod support!
I also think the varied difficulty levels from DoomRL are important in that they provide a variety of challenge levels, which is something JH would do well to mirror. Going from ITYTD to N! is what I'm talking about here.
I'm...not sure about the prospect of adding drugs. All I can really say about this is that they should be optional.
I also have something to say about the length of the game. If you're going to try and make it 'short but sweet', I think DoomRL's game length is an appropriate target for comparison. I'd be fine with it being a bit shorter than DoomRL, since I know the lost length will be made up for with rich gameplay.
No matter what, though, I'm confident this is going to be one Hell of a game. I'll probably even contribute to the Kickstarter, that's how much faith I have.
I also think the varied difficulty levels from DoomRL are important in that they provide a variety of challenge levels, which is something JH would do well to mirror. Going from ITYTD to N! is what I'm talking about here.
I'm...not sure about the prospect of adding drugs. All I can really say about this is that they should be optional.
I also have something to say about the length of the game. If you're going to try and make it 'short but sweet', I think DoomRL's game length is an appropriate target for comparison. I'd be fine with it being a bit shorter than DoomRL, since I know the lost length will be made up for with rich gameplay.
No matter what, though, I'm confident this is going to be one Hell of a game. I'll probably even contribute to the Kickstarter, that's how much faith I have.
30
Post Mortem / Re: [M|96%|15|YASD] BARRELS
« on: June 21, 2013, 07:32 »
I was planning on using my shotguns, and possibly my rockets. :p
